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1. Summary

Our ideas, like many others, stem from our greatest challenges. The youth experience is limited by time, money, social and cultural barriers, and in the face of increasing expectations, these limitations tend to stagnate growth and cause mental distress. We believe awareness and connectivity through the means we enjoy - our interests and travel experiences, are the key to solving this.

2. Description

-We have two ideas (300 words each)-

1) Poly: In the increasingly competitive world we are expected to study, have jobs, volunteer, excel in extracurricular activities and socialise. With information and technology, the excuses of time and money are frail.
Poly is an informal, interactive, and interdisciplinary free-to-use mobile- application that connects people to learn new skills while forming friendships. The exchange is one of knowledge and experience, instead of money.
People input their known skills, and skills they would like to learn. To ensure quality, users submit how long they have practiced a skill.
Users search for skills they wish to learn and are connected to individuals who can reciprocate their need, or people who offer knowledge of a similar interest. Results are shown according to geographical proximity.
For example, X teaches Y how to play the guitar, and Y teaches X how to bake. When Y searched he was also able to access people who can play the ukulele, electric guitar, bass guitar etc. These ‘suggestions’ allow access to a numerous skills, so people can tap into an unknown area of interest incentivising them to step outside their comfort zone.
The matches can be one-on-one, or extend to group activities. Poly is able to suggest suitable locations and times. After the session, users can rate their experience. The application accordingly provides them reminders to reschedule.
It is often said that the best way to find friendships is through joining extra-curricular activities and finding common interests. Poly eliminates the need for a formal introduction or structure and it pierces the intimidation of approaching a “clique”. Personal and social value-creation has never been easier.

2) T: With higher incomes, increased access and global outreach, travel is not only recreational but is also integral to the development of the new-age individual. To overcome the long hours on GoogleMaps, random travel blogs, biased reviews, and a final frustrated visit to the travel agent, we present T.
T is a mobile-application that simplifies your travel planning through connecting users to the best resource – people.
When users sign up, T registers where they are from and the places they have visited. These users access a database to search for future travel destinations; they are connected to people who have previously been to these places. Users are filtered by the purpose of their visit and the length of their travel. Examples include family holidays, adventures with friends, study abroad or even international work experiences. Once the user finds the appropriate “tour friend”, they can organise a meet up in their home country.
For example, User A wishes to travel to Mauritius. User B is a native Mauritian who moved to Australia. User A searches for ‘Mauritius’ and is connected to people who have experienced Mauritius, but wants to travel like a local, so chooses User B. They organise a meet up in Australia, so that User A’s holiday is organised before he leaves. User B recommends things to do, great eats, and provides some language tips.
The users can then use T to take notes and create their itinerary. This is all possible on one centralised platform that conveys a personalised service.
Individuals are often unaware of the numerous cultures, languages, and travel experiences that surround them. While for those who have travelled, sharing these experiences is nostalgic and enjoyable. T bridges this gap, simplifies the planning process, and humanises travel – the only cost is a new friend. 



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